RedM Lantern Commands
Player commands
Registered when Config.PlayerCommands = true (the default). Useful mainly for binding your own keys through the client keybind menu — everything here can also be done with the prompts.
| Command | Does |
|---|---|
/lantern | Stow, or take back out |
/lanternplace | Place, or pick up when standing over one |
/lanterncolour | Next colour |
/lanternbright 1 | Brighter. -1 dims |
These are the only way to recolour a stowed lantern
/lanterncolour and /lanternbright work whatever state the lantern is in — in hand, on the belt, on the saddle. The hold-aim controls only work with it in hand.
Turn them off:
Config.PlayerCommands = falseAdmin commands
Server side. Need the rm_lantern.admin ace, or run them from the server console.
| Command | Does |
|---|---|
/lanternclear | Remove every placed lantern on the server |
/lanterncount | Print how many are currently placed |
add_ace group.admin rm_lantern.admin allowThe ace is lowercase, the folder is not
The resource folder is rm_Lantern with a capital L; the ace is rm_lantern.admin, all lowercase. They are genuinely different strings — copy the ace line exactly.
Tuning commands
Off by default. Only needed when fitting the lantern to a custom saddle or ped model.
Config.TuningCommands = trueThey are client side and cosmetic — a player using them only changes what their own client draws — but there is no reason to leave them in a player's command list on a live server.
| Command | Does |
|---|---|
/lanterntune | Keep the lantern on the horse after dismounting, so you can walk around and look at it |
/lanterntune off | Back to normal |
/lanternmove <side> <fwd> <up> | Move it in horse terms, metres. The one to use |
/lanternspin <pitch> <roll> <yaw> | Turn it, degrees |
/lanternnudge <x> <y> <z> | Move it along the bone's own axes, metres |
/lanternoffset <x y z pitch roll yaw> | Set position and rotation outright |
/lanternaxis | Walk it along X, Y then Z so you can see which way the bone's axes point |
/lanternreset | Undo all tuning, back to config.lua |
/lanternpoint <name> | Switch attach point live: saddle, weightbag, horn, rear |
/lanternbone <boneName> | Try a different bone with the current offsets |
Typical session
/lanterntune pin it so you can dismount and look
(mount, stow the lantern, get off)
/lanternmove 0 -0.2 0 nudge it 20cm toward the tail
/lanternmove 0 0.05 0 a little back the other way
(paste the printed line into config.lua)
/lanterntune offEvery command prints a ready-to-paste config line:
[rm_Lantern] Config.HorseAttachPoints.saddle = { bones = {...}, pos = vector3(0.200, 0.000, 0.000), rot = vector3(0.00, 0.00, 0.00) },Two things to know
/lanternmove and /lanternnudge are relative
They stack on top of whatever is already applied, including the value in config.lua. Running the same move twice moves it twice as far. /lanternreset undoes the lot.
/lanterntune is not optional in practice. With the default KeepLanternOnHorse = false, dismounting pulls the lantern back to the rider and deletes the saddle prop — so you cannot stand back and see what you are adjusting. The other tuning commands switch it on for you.
More detail in Carrying & attach points.